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| − | ==Main features==
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| − | * Editor based environment
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| − | * Light and powerful Engine (MCore + MEngine), portable, both previous and next generation (fixed pipeline and shader based pipeline)
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| − | * Per pixel lightning, custom shaders (GLSL), normal map, dynamic shadows, animated meshes...
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| − | * Blender exporter, native mesh format with animation (materials, textures, shaders, armatures)
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| − | * 3d formats import through [http://assimp.sourceforge.net/main_features_formats.html Assimp] (Collada, OBJ, MD3...)
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| − | * Multilayered uvMaps (custom multitexture, baked light map, etc)
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| − | * Bullet physics, 3D sound, font system (can load TTF)
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| − | * Standard image and sound format (TGA, JPG, PNG, WAV, AIF, OGG…)
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| − | * Lua scripting language
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| − | * C++ SDK
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| − | == Editor ==
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| − | * Simple and intuitive editor, what you see is what you get
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| − | * Plugin system
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| − | * Scene and objects edition
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| − | * Undo / Redo system
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| − | * Play testing (play the game inside the editor)
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| − | * Very powerful Behavior System
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| − | * Automatic assets updating (for meshes, textures, shaders, sounds, etc)
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| − | * Automatic Packaging and publishing (using [http://code.google.com/p/npk/ npk])
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| − | == Engine ==
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| − | * Simple and clear C++ code, portable
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| − | * Used as the main SDK
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| − | * Virtual contexts and loaders (graphics, sounds, file formats)
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| − | * Virtual renderer system (fixed pipeline, shader based, custom)
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| − | * Data managment (Static and Dynamic)
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| − | * Virtual Game class System (to focuse on game code or to cutomize the game pipeline)
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| − | * Support embedded systems (OpenglES, iOS...)
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| − | * and more...
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